COLOR SPRAY

Illusion Level 1

STANDARD

Casting Time 1 action
Range Self (15-foot cone)
Components V, S, M
Duration 1 round

A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can affect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see).
Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.
Components. A pinch of powder or sand that is colored red, yellow, and blue.

Spell Variants & Exotic Components – level 1
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Enhanced spell effects with exotic spell material components.
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SPELL VARIANT #1

Casting Time 1 action
Range Self (15-foot cone)
Components V, S, M
Duration 1 round

A dazzling array of flashing, colored light springs from your hand. Roll 2d4; the total is how many hit dice of creatures this spell can affect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see). All creatures with more hit dice of the spellcaster are entitled to a dexterity saving throw to avoid being blinded for 1 round. All creatures with less hit dice are stunned for 1 round, no saving throw allowed.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, add an additional hit dice for each slot leveI above 1st.
Components. A pinch of powder or sand that is colored red, yellow, and blue.

SPELL VARIANT #2

Casting Time 1 action
Range Self (15-foot cone)
Components V, S, M
Duration 1 round

A dazzling array of flashing, colored light springs from your hand. Roll 12d10; the total is how many hit points of creatures this spell can affect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see).
Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
At Higher Levels. When you cast this spell using a spell slot of 2nd leveI or higher, roll an additional 3d10 for each slot level above 1st.
Components. Hag Eye (not consumed).

SPELL VARIANT #3

Casting Time 1 action
Range Self (15-foot cone)
Components V, S, M
Duration 1 round

A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can affect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see).
Starting with the creature that has the lowest current hit points, each creature affected by this spell fall asleep until the end of your next turn. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
At Higher Levels. When you cast this spell using a spell slot of 2nd leveI or higher, roll an additional 2d10 for each slot level above 1st.
Components. Pinch of Sandman‘s remains.